Does anyone know if there are any plans for some sort or expansion or mini-expansion with new races and power for Underground? I appreciate that DoW is trying to branch out with the kinds of expansions they release, but Tales and Legends while a good idea makes the game pretty convoluted, and the Realms expansion is really cool but feels more like a chore to try all the scenarios. But the heart of this game is the races and powers, and I really hope DoW hasn't decided to stop making new ones.

I Agree, however i have given it some thought and believe it is ridiculously easier to think up of above ground races. The first problem is the race itself, after that the power can come fairly quickly, for example: Ents, something to do with forests similair to will o wisp ability, so your problem is not the ability but what to attatch it to. Suggest some races and then attatch abilities to those.

We have zombies really. Ghouls are pretty much the same thing. Also I believe there's a popular player made race for demons floating around already. Those are some good races names though, now you just need to think up some powers.

How about
Witches, gain 1 bonus coin for each different region that they control
Boggarts, imitate 1 opponents racial power for 1 turn, you cannot copy the same power twice in a row, this power does not work in delcine
Harpies, once per turn per opponent attack 1 region as if it is empty, they can redeploy all troops immediately mountains still cost 3 tokens
Gremlins, were power on a race, 4 tokens with the badge

Races:
Deep Gnomes(5/10):1/game, you may destroy one relic permanently and receive 5 VP from the Victory Stash.

Illithid(5/10):Whenever you conquer a region with Lost Tribes, Monsters or Races In-Decline, you may pay 1 VP to 'enslave' 1 of their defeated race tokens and use it to conquer or defend as if it were your own until you go into decline. These enslaved tokens must be accompanied by at least 1 Illithid race token to be used.

Dire Moles(5/10):When you choose the Dire Moles, choose two opposite sides of the gameboard. Any regions along those two borders are considered adjacent for conquering purposes.

Beholders(5/10):No opponent may use the reinforcement die to take one of your regions.

Batfolk(7/12):Batfolk may conquer and occupy chasms, even when in decline. A Bat folk may not conquer a chasm with a volcano in it, but if an opponent chooses the Flames, he/she may choose to kick the bat folk out. The owner of those batfolk can redeploy them at the end of the turn.

Black Pudding(5/10):1/turn, when you attack a region with any +1 defense structure, you remove that structure permanently before conquering it. You must still use the same amount to bypass the defense.

Naga(7/12):At the beginning of your turn, place 1 Victory Coin in every region you occupy. If an enemy conquers any of these regions, that enemy receives the coins on the region. If you hold any of these regions when you go into decline, immediately take the Victory Coins from these regions and add it to your personal stash. If you abandon a region with Victory Coins in it, the coins go back to the bank.

Giant Ants(5/10):When you redeploy troops, take all but one race token from each of your regions. 1/opponent/turn, when an opponent declares to attack one of your regions, you may decide how many troops are deployed to defend it from those in your hand.

Powers:

Burrowing(5):You may move through an unoccupied mountain region, conquering other adjacent regions.

Thorned(2):Whenever an opponent conquers your region they lose 1 race token from the attacking force, as you do from defending.

Hoarder(5):At the end of your turn, gain a number of VP equal to the Righteous Relics you own.

Mind Flaying(5):Place the Great Brain token in the first region you conquer. Gain a race token whenever you conquer another region connected to this one. If the region of the Great Brain is conquered, you must place it in another of your regions on your next turn.

Chitin Plated(5):Whenever an opponent uses a reinforcement die to attack your region, you may also roll the same die and add it to your total defense for that conquest only.

Gelatinous(5):Every Mudpool or River region you own is considered to have one more race token for defensive purposes.

Hexed(1):Cannot be passed up during race selection. Once chosen, all other shown Power/Race combos are discarded and are replaced. Once this race goes into decline, all adjacent regions act as if conquered, where one token is discarded and the rest go to the owners hand. These regions are not conquered by the Rotting armies, but remain empty to be conquered on future turns.

Temporal Shift(5):When you go into decline, move the Game Turn marker one spot back on the Game turn track.

Races:
Deep Gnomes(5/10):1/game, you may destroy one relic permanently and receive 5 VP from the Victory Stash.

Illithid(5/10):Whenever you conquer a region with Lost Tribes, Monsters or Races In-Decline, you may pay 1 VP to 'enslave' 1 of their defeated race tokens and use it to conquer or defend as if it were your own until you go into decline. These enslaved tokens must be accompanied by at least 1 Illithid race token to be used.

Dire Moles(5/10):When you choose the Dire Moles, choose two opposite sides of the gameboard. Any regions along those two borders are considered adjacent for conquering purposes.

Beholders(5/10):No opponent may use the reinforcement die to take one of your regions.

Batfolk(7/12):Batfolk may conquer and occupy chasms, even when in decline. A Bat folk may not conquer a chasm with a volcano in it, but if an opponent chooses the Flames, he/she may choose to kick the bat folk out. The owner of those batfolk can redeploy them at the end of the turn.

Black Pudding(5/10):1/turn, when you attack a region with any +1 defense structure, you remove that structure permanently.

Naga(7/12):For every turn you hold a region beyond the turn you conquered it, place 1 Victory Coin in that region-at the beginning of your turn. If you hold any of these regions when you go into decline, immediately take the Victory Coins from these regions and add it to your personal stash. If an enemy conquers any of these regions before you go into decline, that enemy receives the coins on the region. If you abandon a region with Victory Coins in it, the coins go back to the bank.

Giant Ants(5/10):When you redeploy troops, take all but one race token from each of your regions. 1/opponent/turn, when an opponent declares to attack one of your regions, you may decide how many troops are deployed to defend it from those in your hand.

Powers:

Burrowing(5):You may move through an unoccupied mountain region, conquering other adjacent regions.

Thorned(2):Whenever an opponent conquers your region they lose 1 race token from the attacking force, as you do from defending.

Hoarder(5):At the end of your turn, gain a number of VP equal to the Righteous Relics you own.

Mind Flaying(5):Place the Great Brain token in the first region you conquer. Gain a race token whenever you conquer another region connected to this one. If the region of the Great Brain is conquered, you must place it in another of your regions on your next turn.

Chitin Plated(5):Whenever an opponent uses a reinforcement die to attack your region, you may also roll the same die and add it to your total defense for that conquest only.

Gelatinous(5):Every Mudpool or River region you own is considered to have one more race token for defensive purposes.

Temporal Shift(5):When you go into decline, move the Game Turn marker one spot back on the Game turn track.

Rotting(1):Cannot be passed up during race selection. Once chosen, all other shown Power/Race combos are discarded and are replaced. Once this race goes into decline, all adjacent regions act as if conquered, where one token is discarded and the rest go to the owners hand. These regions are not conquered by the Rotting armies, but remain empty to be conquered on future turns.

When you declare how many additional are being used for defense do you actually place, or just say they are there? If the latter, who wouldn't say all of them everytime they are attacked? If that's the case, state defense as one plus tokens in hand.

Batfolk, can they conquer regions with the volcano in, if not, won't work on the four/ five player boards so well, also, will these regions be adjacent or not?
Black Pudding, what if the defense structure is a mountain (black) or keep on the motherland?

All these sound really good, especially burrowing,
How about:
Basilisk, you have four poison tokens, each time someone attacks you they get a poison token, the poison takes a while to come into effect however the next turn the race with the token have to spend one more token on all conquests
Nagas, attack all regions adjacent to a river with 1 less token
The great worms, with the first region you conquer place the great worm in it, this region is immune and you can consider all region of the same terrain as adjacent and attck them with 1 less token, your first conquest may be anywhere in the board
Ice giants, once per turn per opponent, the first region you conquer of theirs, they will lose 1 token, whilst the rest are frozen in ice, these will stay in that region until the end of their next turn, where they can redeploy them, if they conquer the region where they are held they can keep the tokens, if they go in decline the tokens augment your defence for a turn.

@1132266, you should reflavor the nagas as 'the drowned' to have a more water exclusive feel.

I thought of a few additions to the expansion:

Extra Monsters for the Relic or Place regions:
-Deep Ones, Aboleth, Cave Wights

More Races:

Stalag-Mites(12/17):Whenever a region you occupy is attacked, one race token is returned to the tray as normal. If there was more than one race token, then one remains in the region and the rest go back in-hand to be redeployed at the end of that turn. That region must be attacked again to be wholly conquered. Any region starting with only one token can be conquered once as normal. The opponent's tokens used to attack initially must be kept in their hand until redeployment.

Saurian(6/11):When you go into decline, each region is worth 2.

Oni(6/11):Your first conquest may be anywhere on the map, but it must be attacking an opponent's active race, a monster or a lost tribe. Place your Portal token in that region. It does not move, and cannot be moved until you go into decline. Until then, this region is always considered adjacent to any region you occupy.

Troglodytes(8/13):At the end of your turn, place three Stink tokens in empty regions adjacent to regions you own. These regions are immune until the next turn, where they can be moved again.

My understanding of the mini-expansions was that none of the races or powers were exclusive to Underground or Original, but could be used just as easily for both. Some of the new Kickstarter races seem to be for only the original maps though.

My understanding of the mini-expansions was that none of the races or powers were exclusive to Underground or Original, but could be used just as easily for both. Some of the new Kickstarter races seem to be for only the original maps though.

I'm sure that most of the races could be used for both, but they are Small World expansions, so they were designed for the above ground (original game). In fact, when most of these expansions were designed, the Small World Underground version wasn't even released.